dc.description.abstract | Studies of Japanese translation are a common topic, and with good reason. There is extensive material
to work with, and the vast differences between Japanese and many other languages creates translation
challenges of considerable complexity as such. In the case of such translation, video games are a major
component given how prolific and numerous the works put out by the Japanese side of the industry are
as a whole. In other words, video games from Japan are frequently translated, and such translations are
of sufficient quality to foster sizable international fanbases despite the vastly differing cultural spheres
the product and the consumer exist in.
However, this begs the question: how can translators approach projects of this kind? Furthermore, how
are successful and unsuccessful instances of video game translation, often called localization, created?
In order to answer such questions, this thesis aims to conduct a case study of the video game Sakuna:
Of Rice and Ruin, a 2020 title where rice as a Japanese cultural concept plays center stage. Using the
famous translation techniques established by Vinay and Darbelnet, applied to a Japanese translation
context by Hasegawa, it explores the existence of culturally bound terms (CBTs) and how these can
undergo contextual transition. Another important piece of the theoretical framework is the notion of
ethical and responsible game localization as presented by Mandiberg et al. in their 2015 dissertation. This is accomplished through examining how terminology related to rice has been realized within the
English edition of the game, comparing the texts with one another to see which translation techniques
have been used, and where.
The results show that Sakuna is, by Mandiberg at al.’s standards, an overall ethical and responsible
localization where much of the Japanese semantics remain consistent. In some cases, information is
changed or omitted for the sake of fluency, but it is usually done in an effort to render the elements
present in the source text in a way that English-speakers will find more easily understandable. There
is, at the end of the day, no doubt that the game is ripe with inspiration from Japanese mythology and
culture. This comes across in the English localization, which renders it ethical and responsible based
on Mandiberg et al.’s definitions. | sv |